This system started from this neat little dueling minigame. Basically, each round has an attacker and a defender. Each chooses their move in secret, and then reveals. The attacker chooses from LUNGE, SLASH, FEINT, while the defender chooses from PARRY, DODGE, BLOCK. Each outcome favours either the (A)ttacker, the (D)efender, or breaks (E)ven.
Lunge is side-stepped by Dodge (D), smashes through Block (A), and clashes with Parry (E)
Slash harries Dodge (A), is caught by Block (E), and is countered by Parry (D)
Feint toys with Dodge (E), is ignored by Block (D), and baits out Parry (A)
If the attacker wins, they deal 1 hit or attempt a manoeuvre. If the defender is Marked, they can deal 2 hits or freely succeed at a manoeuvre.
If the defender wins and the attacker is Marked, they can attempt a manoeuvre.
Weapons
Rapier - If you say what move you are using next and do so, Mark the target
Spear - Deal +1 hit against charging targets
Halberd - When you hit a Marked target, move them in any direction you choose
Sword - When you start combat, Mark one target
Dagger - When you hit a Marked target, deal +2 hits instead of +1
Axe - When you Slash and win, deal +1 hit
Quarterstaff - Never accidentally kill your opponent
Maul - Deal +1 hit against a prone defender
Shield - When you Block and win, your attacker is Marked
Magic
Fire - A target that Parries or Blocks without a shield is Marked
Ice - A struck target cannot Dodge next round
Electric - ???
Curse - ???
Characters gain 1 XP each time they:
- Survive a fight
- Win a fight
- Finish a fight with flair (win or loss)
- Form a meaningful connection
- Make a hard promise (so long as they havenāt broken a promise)
Basically, all the characters and many of the NPCs are part of a gladiators arena. Each week has Downtime and Matches, which could feature PCs fighting with or against each other. Fights might go to first blood, be fixed or messed with, with the aim of resulting in as much drama as possible. Iām still putting thought into how characters would be incentivised to ācause trouble on purposeā (my favourite definition of story games) while still being a highly combative and skill-based game. It might look like Paper Scissors Rock but with Swords (and it kind of is) but Iām hoping to including incomparables between the different moves to make bluffing and strategy play a bigger part.
What do you think? Obviously this is just scattered and unfinished mechanics, but does anything stick with you?